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This mod introduces astronauts' health management to KSP. You have to consider health implications when building vessels, planning and executing missions. It covers various factors affecting health including living space, microgravity, radiation, diseases, accidents and more. It is highly customizable and works well alongside most popular mods.
Download latest release for KSP 1.6 (and probably 1.5)
Wiki
Source
Unsupported releases for older KSP versions: for KSP 1.4.x, for KSP 1.3.1, for KSP 1.3.0, for KSP 1.2.2
Features
Every kerbal has Health Points (HP).
Maximum HP increases with kerbals' level. A newbie has 100 HP while a 5-level kerbal has 150.
Kerbals' HP change, including in the background and in timewarp, based on a range of factors such as living space, presence of crewmates, gravity, and specific ship parts. E.g., a level 1 kerbal will typically survive 11 days in a 1-man pod before becoming exhausted and turning into a Tourist.
Kerbals need time to recuperate at the KSC between flights to restore full health.
If a kerbal's health goes under 20%, he/she is exhausted and becomes a Tourist. They will go back to work when health grows back to 25%.
If a kerbal's health falls to 0, he/she dies!
Kerbals experience radiation, both cosmic and artificial, which permanently affects their maximum health.
You can protect from radiation by using shielding and choosing safer mission profiles. Planets and moons can reduce radiation with their magnetic fields, atmospheres and occlusion, to various degrees.
Kerbals may fall sick, have health accidents, panic attacks and other contingences
When kerbals level up, they can acquire quirks that affect their health reactions, to the better or to the worse.
Health Monitor lets you check on all your kerbals in KSC and in flight.
Health Report in Editor helps design comfy and healthy craft.
A configurable low health alert will warn you when you are about to lose a kerbal.
Compatibility patches support a range of parts mods (see below).
All of these settings are easily changed or disabled in-game and with ModuleManager patches.
Health Factors
The following factors may affect kerbal's health:
Assigned (kerbal is on a mission): -0.5 HP/day
Confinement (scaled effect): -3 x / HP/day (Living Space is provided by most crewed parts, depending on their size, capacity, function etc.)
Loneliness (only 1 kerbal in the vessel, badass kerbals are immune): -1 HP/day
Microgravity (orbital or suborbital flight or under 0.1 g conditions, e.g. Minmus): -0.5 HP/day
EVA: -10 HP/day
Connected (having a working CommNet connection to home): +0.5 HP/day
Home (on Kerbin below 18 km altitude): +2 HP/day
KSC (kerbal is recuperating in KSC, i.e. available): +5 HP/day
These values, like most others in the mod, are adjustable in Difficulty Settings. They also depend on quirks of a particular kerbal. You can check current values for a specific crew member in Health Monitor.
Certain parts (Hitchhiker, crew cabins, and the Cupola + many provided by mods) can additionally reduce the effect of a health factor (Confinement in this case) allowing for much longer and healthier flights. It often requires EC though. Hab rings in some mods can help overcome Microgravity issues for long-term stations and interplanetary missions. All these features can be changed using ModuleManager patches.
Health Recuperation
Certain parts (such as the Cupola) provide Recuperation bonuses. If a kerbal receives, say, a 1% recuperation bonus, he/she will recover 1% of their lacking health (i.e. of the difference between their current HP and the maximum HP) every day. This change works in parallel with the normal health factors above.
Example: A 5-star kerbal (maximum HP = 150) currently has 40 Health Points and is in a vessel that gives him 1% recuperation. The vessel has 10 units of living space and he has connection and he has a crewmate. Therefore he recovers (150 - 40) x 1% = 1.1 HP per day and loses also (0.5 + 3 x 2 / 10 + 0.5 - 0.5) = 1.15 HP per day. It means that the marginal change balances out the "normal" change and his health will stay around 40 HP (27%) until the situation changes.
As you see, this mechanics may allow some kerbals to stay relatively healthy indefinitely. It may look cheaty, but the point is that: (1) there should be a way to design long-term missions without spamming crew space, (2) it requires a lot of heavy parts and therefore still difficult, (3) the balanced health level is usually far from 100% and may fall lower if circumstances change (e.g., new crew arrives and fills the station), (4) these bonuses require a lot of EC, (5) radiation still keeps mounting (see below).
Note that, since v1.1, Recuperation is not stacked and has crew cap. It means that one Cupola provides 1% Recup for 2 kerbals, 2 Cupolas give 1% for 4 kerbals (not 2%!), etc. If you have more kerbals than the crew cap, Recuperation will be split among them evenly (e.g. 4 kerbals with 1 Cupola will get 0.5% Recup).
Decay is the opposite to Recuperation: for every percentage point of Decay, your kerbal will lose 1% of their remaining health per day. Fortunately, it is very rare.
Radiation
All kerbals on missions are affected by radiation, which slowly but permanently reduces their maximum HP. Radiation is measured in banana equivalent doses (when you eat a banana, you get approximately 1e-7 Sv of radiation). 1e7 (10,000,000) bananas reduce max HP by 10%; 1e8 (100,000,000) bananas kill a kerbal. Currently, there is no way to reduce the dose, so plan missions carefully.
The amount of Radiation a kerbal receives depends on many factors. Most importantly, it is determined by their location. Many planets and some moons have magnetic fields that stop some radiation; atmospheres are also very effective in shielding it (see wiki for more). Being close to a celestial body helps screen some rays too. E.g., radiation level at Kerbin's sea level is 1,000 times lower than in interplanetary space just outside Kerbin's SOI. Cosmic radiation is also greater closer to the Sun. To check environment before sending astronauts, you can use magnetometers and Geiger counters provided by supported mods or embedded in advanced stock probe cores.
Being on EVA takes away all the protection your ship provides and dramatically increases radiation level. Artificial radiation is created by certain parts like atomic engines and nuclear reactors.
You can protect kerbals from radiation (both cosmic and artificial) by adding shielding to the vessel. It is provided by some parts, like structural panels, heat shields and mk3 cargo bays. These parts and most crew pods can be improved by adding Radiation Shielding to them in the Editor. You can never eliminate all radiation, but you can reduce it to non-dangerous levels.
Quirks
Whenever a kerbal levels up, there is a 25% chance that he or she will acquire a health quirk (unless he/she already has two). Discovering an anomaly can also grant a free quirk. These can be positive or negative and usually affect kerbals' vulnerability to various health factors and dangers. Chances of getting some quirks depend on courage and stupidity of a particular kerbal. The full list can be found in the Kerbal Health Wiki.
Random Events
Kerbals' organisms, like ours own, are not always predictable. Sometimes, not very often, you may see unexpected events that can impact your whole mission. Kerbals acquire (or lose) certain conditions as a result of these events. Having parts with a Sick Bay (such as the stock Science Lab) helps alleviate the symptoms.
Sickness: A kerbal can become sick and start losing health quickly. His/her crewmates may catch the disease too, including during the incubation period. This condition usually heals itself after some time, but it can also lead to a pneumonia, a really dangerous condition. Having Scientists or Medics aboard helps.
Injuries: A kerbal can immediately lose some health in an accident. Stupid kerbals are naturally predisposed to this condition. It may cause sepsis, which is mortally dangerous. Bring your kerbal home immediately or pray Kraken it will heal on its own.
Food poisoning: Kerbals are known for their love of snacks and they don't always wash their hands. Food poisoning may not be as bad as some other conditions on its own, but if dehydration develops, they will become unable to do any work at all and effectively turn into space Tourists until it passes.
Panic attacks: Though not posing danger to health per se, panic prevents kerbals from doing any useful work. At least it doesn't last long and courageous kerbals are less prone to it.
Conditions can be disabled or their chances and effects changed in game settings. You can also easily add, modify or remove conditions (see wiki for details).
Requirements
Module Manager
Supported Mods
Kerbal Health should work well alongside most other mods and will try to adapt to them with smart MM patches. Some have better, native support though:
B9 Aerospace
Blizzy's Toolbar
Bluedog Design Bureau
Deadly Reentry Continued
DeepFreeze Continued
Deep Space Exploration Vehicles
FASA
Feline Utility Rovers
Kerbal Atomics
KPBS
KSP-AVC
KSP Interstellar Extended
Malemute
Near Future Technologies
Outer Planets Mod
RLA Reborn
Spacetux Recycled Parts (Atomic Age, FTmN, FTmN-New, RSCapsuledyne)
SpaceY Heavy Lifters
SSTU
Stockalike Station Parts Expansion Redux
Surface Experiment Pack
Tantares
USI Freight Transportation Technologies
USI Kolonization Systems (MKS/OKS) + Karibou
USI-LS
Making History expansion is also fully supported. If you would like to include special support for your (or your favorite) mod, let me know. Or, better yet, provide a PR.
Conflicts & Incompatibilities
Any mod, which can temporarily make kerbals Tourists, can conflict with Kerbal Health if both mods change kerbals' status and then turn it back. In some situations it may mean that your kerbals will remain Tourists indefinitely or become active too soon. Kerbal Health tries to fix some of these situations, but cannot prevent all of them.
It is recommended to disable habitation mechanics of USI-LS' (and other mods') as these largely have the same goal as Kerbal Health.
RemoteTech's connection state is not supported for the purpose of the Connected Factor status. This issue will be resolved once RemoteTech 2.0 is released. Meanwhile, you may disable both Connected and Assigned factors to keep balance.
Compatibility with Kerbalism hasn't been tested. This mod changes much of game's internal mechanics, so it can be incompatible.
Future Features
New mechanics: more various conditions, more quirks, radioactive planets, medical supplies, quarantine, and whatnot...
More fine-tuned effect of health on kerbals' capabilities
Maybe a different microgravity system
Radiation cure (very hard)
API for collaboration with other mods
Feedback & Bug Reports
I love feedback! Tell me what you think about the mod, what ideas, suggestions or complaints you have. If you have a bug report, please provide an output log while in Debug Mode (use in-game settings to enable) or at least give exact instructions how to reproduce it.
License: MIT
Changelog

This is the new thread. The original thread can be found here.
Advanced Jet Engine
About
Advanced Jet Engine gives jets, propellers, and rotors realistic performance in KSP. NathanKell's valiant efforts have made stock performance much more reasonable in recent versions of KSP, but it's still a very long way from realistic. AJE calculates performance for air-breathing engines based on real thermodynamics.
Features
Real-world jet engines AJE uses thermodynamic equations to calculate jet engine performance in flight.
Real throttle Throttle is linked to fuel consumption instead of thrust. Afterburners, if installed on the engine, is turned on when throttle > 66% and off when throttle <= 66%
Overheat. Like in real world, not all engines can tolerate the heat from air compression of hypersonic flight. This is affected by both mach number and throttle
Inlet. Each engine requires a minimum inlet area (see right click menu in editor). Make sure you have enough inlet till you see "Inlet Area:100%" in flight. Each inlet has a TPR(total recovery pressure) that is dependent on Mach number and angle of attack. Avoid TPR loss by facing the inlet to the freestream.
Download
Download Latest Version from Github
Also available on CKAN
Troubleshooting
If you are experiencing an issue, please read this topic, if you have not already, on how to get proper support. Incomplete support requests will not be processed. Most importantly, include logs.
Source
On Github
Requirements
Each release of AJE is intended to be run with a particular version of KSP. Please only use that version. If you have an earlier version of KSP
AJE requires these mods to work. It will not function if they are missing or not installed properly.
ModuleManager
SolverEngines
AJE does not explicitly depend on Ferram Aerospace Research but has not been tested without it, and you will probably think that your engines are very underpowered in stock aero.
Recommendations
Ferram Aerospace Research, as above. AJE might work without it, but it's not tested and you will probably not have much fun
Real Fuels - if you're going to have realistic jet engines, why not use them with real world fuels?
Mod Support
AJE has configs to work with the following mods' engines:
B9 Aerospace
SXT (Lack's Stock Extension)
Bahamuto Dynamics
KAX (Kerbal Aircraft Expansion)
AJE has configs for these mods, but the configs may not be up to date:
Mark IV Spaceplane System
AJE has configs for these mods, but the mods themselves haven't been updated in a while:
Taverio's Pizza and Aerospace
D12 Aerotech
Retro Future
Changelog
License
AJE is licensed under the GNU Lesser General Public License Version 2.0
AJE incorporates portions of NASA EngineSim; used according to NASA's license thereof with due credit. AJE incorporates portions of JSBSim by Jon S. Berndt, used in accordance with the LGPLv2
Authors
@camlost
@NathanKell
@ferram4
@blowfish
And all others who have submitted fixes and enhancements

P L A N E T S H I N E
-----------------
Download Latest version:
GitHub: 0.2.6.1 for KSP 1.4.x
GitHub: 0.2.5.3 for KSP 1.3.1
Source Code: https://github.com/PapaJoesSoup/ksp-planetshine
-----------------
NOTE: @Valerian has not been active for awhile and has given me his blessing to adopt this fine mod and keep it alive for the community in his absence. I've cloned his OP and updated it to reflect changes in support. All credit for this mod belongs to the original author, and licensing will continue to be Apache 2.0. Should he return, I will gladly relinquish the mod and provide any assistance needed by Valerian to resume support.
Why PlanetShine?
After trying some mods to improve visuals and get something more realistic looking, Valerian transformed KSP into something really good looking, and he was really happy with the result, but felt that something was still missing.
When in low orbit of a planet, the side of his ship which was facing the planet was completely dark, which was not realistic! It should have been illuminated a bit by the planet's own reflective light!
Valerian decided to fix that with this mod, by making planets and moons to reflect their own (colored) light to your vessel.
This phenomenon is called in real life albedo or planetshine :
What does this mod actually do? (Summary)
When you are close to a planet or moon, its bright side reflects (colored) light to your vessel.
More realistic ambient light in vacuum, very dark by default, can be customized.
More realistic ambient light on the ground and atmosphere of planets/moons, tinted by the surface color.
Very lightweight: almost no RAM used, and your FPS should not change.
Additional features
Settings menu to customize many parameters, as well as several quality/performance settings.
Support for the Toolbar mod.
Planet and moons light configuration supports Module Manager and loading across GameData folder, and can be easily customized by players or other mods.
Conflicts with the mod "Ambient Light Adjustment" because it has exactly the same feature: custom ambient light settings with a slider.
When close to the sun, the sunlight becomes dramatically intense.
Screenshots
You can see the subtle red light over Duna, green over Jool, and blue over Kerbin:
http://imgur.com/a/4MODI
Before / After Screenshots by CaptRobau:
http://imgur.com/a/Nekay
Recommended mods for the best experience
Environmental Visual Enhancements for clouds and city lights.
A good galaxy skybox (using Texture Replacer):
Oinker's Skybox
Teflon's Skybox
Chatterer for adding ambient sounds that really improve the immersion.
An atmospheric sky enhancing mod:
SkyTonemapper (Stable) makes the sky look better by smoothing it (removes the banding effect)
Scatterer (Experimental - many bugs) makes the sky and atmosphere looking really great and much more realistic, sunsets become amazing.
Engine lighting for adding realistic lighting to engines thrust.
Surface Lights to illuminate the ship when it gets really dark.
Additional information
I would appreciate feedback on this mod a lot!
Valerian spent a lot of time trying to make this reflected light to behave as consistent as possible, and thinks it's pretty well tuned by now.
Planet and moons colors are all editable in "CelestialBodies.cfg", and you can change a few other settings in "Settings.cfg", such as the vacuum light level (quite low by default), and the reflection light intensity.
Compatible with all game versions from 0.25 to 1.0, and probably older versions as well.
This mod supports version checking using the KSP-AVC Plugin. to take advantage of this feature download the plugin.
Changelog
Known issues
Conflicts with other mods that change ambient light, such as Ambient Light Adjustment and AmbientLightShifter
Not tested much on x64, might cause issues
Might have minor issues with Kopernicus, which optionally provides custom atmospheric and vacuum ambient lights.
Planned features
Automatic detection of planet colors and atmosphere, no more need for CelestialBodies.cfg (working on it right now)
Actual planetshine (reflected lights between two planet/moon)
Different reflected light color depending on the biome (land/sea/poles)
Sunset/sunrise lights
More performance tweaks, such as reducing the number of light depending on the situation, or using a diffuse wrapping shader
Choice between presets for ambient light (realistic or stock) and other settings
Better (future) compatibility with other mods
Credits
First and foremost to the original Mod Author @Valerian for creating this great mod.
Original Mod Forum Thread:
Valerian copied the planets/moons color list from the Distant Object Enhancement mod
Thanks to TheSexiestofClowns on Reddit for his screenshot that is used at the beginning
A lot of thanks to the people who helped Valerian over IRC, such as Thomas, Rbray89, and a few others
Copyright 2014, Valerian Gaudeau, Apache license 2.0 Mod maintenance now supported by @Papa_Joe

Hey guys,
Which version of KSP would you recommend installing to make absolutely full use of RO/RSS and any other realism mod? Also, wold this version support any of the SpaceX mods? I'm trying to make this game as realistic as possible and hopefully be able to use F9 and its variants.

This mod adds signal delay for probes in KSP, based on their CommNet connectivity. It means that you will only see the commands you issue after the radio wave reaches the vessel and returns back. Controlling interplanetary probes gets harder but more realistic.
Antennas also now use Electric Charge (when deployed) for telemetry. Depending on signal strength (only the first link matters), EC usage can decrease up to 50%.
All the features can be enabled, disabled or adjusted through in-game Settings.
Download latest release for KSP 1.4 - 1.5.x (should be compatible with KSP 1.3.1+)
Download v0.2.1 for KSP 1.3.0
Source
Status
The mod is in beta. Please report bugs via the GitHub Issues tab or at the forum and attach the output log.
Required / Supported Mods
Module Manager - required for EC usage feature
Blizzy's Toolbar
kOS - terminal is supported, but all the commands are implemented without delay
DMagic Orbital Science
Global Construction
JX2AntennaRemoteTech Redev AntennasSurface Experiment Pack (SEP)
USI Kolonization Systems (MKS)
Known Issues
The mod doesn't handle part actions (e.g. experiment deployment), so they are not delayed. If you find it cheaty, you can choose to hide them, in the Settings, and use action groups instead.
RCS linear translation (HNJLIK keys) is not supported at the moment. I haven't figured out how to execute these actions.
Autopilot and similar mods (such as MechJeb) also have no delay, because they interact with the vessel directly.
License: MIT
Change Log:

KSP Orbital Decay Full Version (v1.5.0)
Introduction
Hello everyone, Whitecat106 here creator of the Historic Missions Contract Pack and I wish to share with you the release version of my new project. I have been working on this for quite a while and can now release this mod after I finally had a break through in the code - as a result of months of tinkering! Some mods in the past have come so close to this but none actually produced a viable working version... well until now...
What does it do?
On rails and off rails orbital decay for any vessel around any celestial body, this decay is determined by various factors, such as atmospheric drag, radiation pressure drag and more!
Estimated impact times are given for each vessel.
Station Keeping for active and non active vessels. Supports all KSP Resources.
UI interface for predicted decay times and vessel information.
The above work during time-warp!
This is the full release version of the in-development mod featured here.
Initial Dev Video:
https://www.youtube.com/watch?v=CoeHIbgr-wo
* Note this video shows the V0.0.1 Dev version, the features of this Release version differ slightly.
Notes:
For information on how to use the mod check out the wiki below!
Orbital Decay Wiki : | Wiki |
Known Incompatibilities: (Major, Minor)
- RSS Extrasolar - Sagitarius A* causes problems with the coding of the mod, use at your own risk. Similarly other 'galactic core mods' may cause problems - To be fixed in 1.6.0
- Mechjeb autopilot can fail when nearly reaching a set altitude due to drag reducing the actual altitude - Fix in 1.6.0, other autopilot mods may be effected.
Download:
SpaceDock: | Download |
-- Please Backup Your Saves, this is a work in progress! PLEASE NOTE: You must disable the ORBIT_DRIFT_COMPENSATION = True In the KSP settings.cfg file otherwise orbits will no longer decay as of KSP 1.1.3, a fix for this on the way! Just change 'True' to 'False'
Github: | Source |
Want to help a student and part time modder out?
Please consider Donating ! Any donations will be greatly appreciated!
Special Thanks:
- Zajc3w for the complete reworking of the station keeping / resource system!
- Everyone who has provided encouragement and has helped find bugs and report them!
License:
This code is licensed under the Attribution-NonCommercial-ShareAlike 3.0 (CC BY-NC-SA 3.0) creative commons license.
Enjoy! Whitecat106

I have stopped maintaining this mod, which is now being continued by @Papa_Joe on this thread:
----
P L A N E T S H I N E
Why PlanetShine?
After trying some mods to improve visuals and get something more realistic looking, I transformed KSP into something really good looking, but I was really happy with the result, but I felt that something was still missing.
When in low orbit of a planet, the side of my ship which was facing the planet was completely dark, which was not realistic! It should have been illuminated a bit by the planet's own reflective light!
I decided to fix that with this mod, by making planets and moons to reflect their own (colored) light to your vessel.
This phenomenon is called in real life albedo or planetshine :
What does this mod actually do? (Summary)
When you are close to a planet or moon, its bright side reflects (colored) light to your vessel.
More realistic ambient light in vacuum, very dark by default, can be customized.
More realistic ambient light on the ground and atmosphere of planets/moons, tinted by the surface color.
Very lightweight: almost no RAM used, and your FPS should not change.
Additional features
Settings menu to customize many parameters, as well as several quality/performance settings.
Support for the Toolbar mod.
Planet and moons light configuration supports Module Manager and loading across GameData folder, and can be easily customized by players or other mods.
Conflicts with the mod "Ambient Light Adjustment" because it has exactly the same feature: custom ambient light settings with a slider.
When close to the sun, the sunlight becomes dramatically intense.
Screenshots
You can see the subtle red light over Duna, green over Jool, and blue over Kerbin:
http://imgur.com/a/4MODI
Before / After Screenshots by CaptRobau:
http://imgur.com/a/Nekay
Recommended mods for the best experience
Environmental Visual Enhancements for clouds and city lights.
A good galaxy skybox (using Texture Replacer):
Oinker's Skybox
Teflon's Skybox
Chatterer for adding ambient sounds that really improve the immersion.
An atmospheric sky enhancing mod:
SkyTonemapper (Stable) makes the sky look better by smoothing it (removes the banding effect)
Scatterer (Experimental - many bugs) makes the sky and atmosphere looking really great and much more realistic, sunsets become amazing.
Engine lighting for adding realistic lighting to engines thrust.
Surface Lights to illuminate the ship when it gets really dark.
Additional information
I would appreciate feedback on this mod a lot!
I spent a lot of time trying to make this reflected light to behave as consistent as possible, and I think it's pretty well tuned by now.
Planet and moons colors are all editable in "CelestialBodies.cfg", and you can change a few other settings in "Settings.cfg", such as the vacuum light level (quite low by default), and the reflection light intensity.
Compatible with all game versions from 0.25 to 1.0, and probably older versions as well.
This mod includes version checking using MiniAVC. If you opt-in, it will use the internet to check whether there is a new version available. Data is only read from the internet and no personal information is sent. For a more comprehensive version checking experience, please download the KSP-AVC Plugin.
Changelog
Known issues
Conflicts with other mods that change ambient light, such as Ambient Light Adjustment and AmbientLightShifter
Not tested much on x64, might cause issues
Might have minor issues with Kopernicus, which optionally provides custom atmospheric and vacuum ambient lights.
Planned features
Automatic detection of planet colors and atmosphere, no more need for CelestialBodies.cfg (working on it right now)
Actual planetshine (reflected lights between two planet/moon)
Different reflected light color depending on the biome (land/sea/poles)
Sunset/sunrise lights
More performance tweaks, such as reducing the number of light depending on the situation, or using a diffuse wrapping shader
Choice between presets for ambient light (realistic or stock) and other settings
Better (future) compatibility with other mods
Credits
I copied the planets/moons color list from the Distant Object Enhancement mod
Thanks to TheSexiestofClowns on Reddit for his screenshot that I used at the beginning
A lot of thanks to the people who helped me over IRC, such as Thomas, Rbray89, and a few others
-----------------
Support the author
If you like this plugin, please consider donating, it will be greatly appreciated:
-----------------
Download standard versions:
0.2.5.2 for KSP 1.2
0.2.5 for KSP 1.1
0.2.4.2 for KSP 1.0.5 or older
-----------------
Download experimental version 0.5 for KSP 1.0.5 or older: details in this spoiler:
Copyright 2014, Valerian Gaudeau, Apache license 2.0

Tired of the stock silliness, but Realism Overhaul is just too much? Wish there was something in-between that kept some of the stock style but didn't require 50+ mods and 15,000+ Module Manager patches? If you feel that way, then this mod is for you.
This is my project to remake the rocket and spacecraft side of KSP to use real-life rockets, spacecraft and probes from the past, present and future, along with elements of realism, but without all the massive complexity, mod requirements and high patch count of Realism Overhaul (which is awesome, but can be simply TOO much).
This is not a mere parts add-on, it will eventually be a revamp of most of the stock game (well, except for the plane parts, which won't be
affected too much). Among the major changes that are involved :
> The rocket and space parts will be drastically replaced, altered or deleted, replacing the lego-style system with specific parts for each rocket and spacecraft type. Many will be modelled by me, but some existing stock and mod models will be used as well. They will not be 100% exact replicas, but generally simplified and close enough for the purposes of this project.
> All rockets and spacecraft will be at (generally) 64% scale of the real ones. This means no standardized tank diameters and such, each will be at the proper 64% scale size. For example, the Soyuz parts are not 1.875m, but 1.72m for most; the Saturn V and Apollo CSM will be 6.4m, 4.23m and 2.5m (which already is 64% scale of the 3.9m Apollo).
> Engines and fuel tanks/stages will use different fuel types, depending on what it used in reality. No one fuel type for everything. There will even be a separate fuel type for the jet engines, as well as for automotive engines. Ozidizer-Fuel ratios will also be different for various engine families and for different fuel types.
> Reaction wheels will be removed from manned and unmanned spacecraft, as well as aircraft cockpits, and the standalone ones reduced in strength and restricted the late career/tech tree phase...if not removed entirely. RCS is what most spacecaft use or have used, and what will have to be used for attitude control and translation in this Simple Overhaul. The exceptions will be for certain kinds of space stations that used/use them in reality.
> Launch pads and towers in simplified form will be included for some of the rockets, to make them seem even more real.
> Surface attachment will be disabled for many parts, and the ones that normally are surface-attached will either be node-attached (e.g. solar panels), integrated into another part (like science instruments/experiments), or eliminated entirely.
> The tech tree will be changed completely, replacing the typical generic-style tech nodes with ones for specific rockets, spacecraft and probes.
> New custom resource and science definitions, and stock ones modified.
> The stock solar system has been altered to one based on the real one (but not exactly), but still using the existing planet and moon assets.
Kerbin now has a 24-hour rotation period, and alternate launch sites have been added, with the stock KSC site removed.
* Change Log *
> 0.01 Initial dev partial release. Soyuz-KG rocket and Soyuz-KMA spacecraft parts, along with a small sampling of the changes to the stock
game.
*** INSTALLATION INSTRUCTIONS ***
*** IMPORTANT NOTE **** Do NOT use an existing save or craft file with the AlphaMensae Simple Overhaul. When completed, the full version WILL break saves and existing craft in various ways from minor (and possibly funny) to total carnage (not very funny). The initial release is mainly about the Soyuz, but there are some changes to existing stock stuff already implemented that could make for rude surprises.
The AlphaMensae Simple Overhaul requires the use of some other mods in order to work. One of them, KSC Switcher, is included in the AlphaOverhaul.zip file; both 1.2.2 and 1.3.x versions are included. The other mods must be installed separately.
1. Download and install AlphaMensaeOverhaul: https://github.com/AlphaMensae/Simple-Overhaul-Project/files/1595546/AlphaOverhaul.zip
Copy the AlphaOverhaul folder from the .zip into your KSP Gamedata folder.
NOTE: If you want to use SSRSS, GPP or some other total-conversion planet pack, do not copy over the AlphaOverhaul/SolarSystem folder; use the planet pack's configs instead.
2. Select which version of KSC Switcher you want to use, either the 1.2.2 or 1.3.x one, and copy the folder to your Gamedata folder.
3. Download and install Kopernicus: https://github.com/Kopernicus/Kopernicus/releases
4. Download and install Sigma Dimensions: https://github.com/Sigma88/Sigma-Dimensions/releases
5. Other required mods that must be downloaded and installed:
Module Manager (if not included elsewhere, absolutely needed above all else)
Kerbal Joint Reinforcement (the Simple Overhaul is developed with KJR installed, no guarantee that it will work with the stock autostrutting)
Modular Rocket Systems (for certain part models, may be eliminated in future versions)
Space-Y Lifters (for certain part models)
Discontinued Parts (strictly for the pre-1.0.5 Mk1 Cockpit)
Community Tech Tree (for now, CTT needs to be installed)
Take Command Continued (for the early career phase)
MechJeb (the Mechjeb module is incorporated into certain spacecraft)
While technically not a requirement, the use of Kerbal Engineer Redux is strongly recommended.
This mod is being shared under the CC-BY-NC-SA license: http://creativecommons.org/licenses/by-nc-sa/4.0/
Notes:
The intial scale for the solar system is stock scale; later on I will develop configs for other scales, and eventually a conversion for real-scale/10x.
All the rockets in this mod are being designed to launch from the 24-hour day Kerbin that is part of the included solar system changes, as well as from non-equatorial launch sites. The delta-V needed to reach orbit from the stock-scale Kerbin is already ratther low that I feel getting a rotational boost is not needed. In addition, certain rockets (like the Soyuz and other Soviet/Russian ones) also are designed to launch from a specific launch site latitide. Hence, they will have more delta-V needed if launched from the stock Kerbin or some faster-rotating home planet like the SSRSS Earth or GPP Gael.
The rockets are also designed for a single burn to orbit, without any of the usual stock coasting. This is done by keeping your time to apoapsis less than a minute, and when you reach your desired orbit altitude, pitch over so the time to apo starts decreasing, ideally reaching zero when your periapsis is at the desired altitude.
The stock launch clamps and the pads/towers I make will have the generator in the "off" position, and must be manually switched on. This allows you to switch to internal power at a point in a countdown.
My links:
Twitch
Youtube

Modifies the in-flight sound to be more realistic:
Makes the amplitude what an actual comoving listener would hear at the position of the camera — if the craft is supersonic, you will not hear any sound outside the shock cone, and will hear louder close to the shock
Mutes the sound by atmospheric density — the thinner the air, the quieter the sound
Has no effect in IVA mode
I was using Atmospheric Sound Enhancement, but it not works with latest KSP, ergo Sonic Realism.
Code
Download
MIT License
To use, copy SonicRealism.dll somewhere into your GameData directory (for example: GameData/SonicRealism).
Cheers!

"As we know the liquid engines in KSP can ignite for infinite times at any moment as you want, which seems a bit making life too easy." This words has been said ages ago by HoneyFox and i completely agree with him. But his mod has not been updated for ages, also behaviors has been broken by KSP version changes and i have decided to rewrite. All inner logic has been changed but functionality is about the same, according to my vision.
Well. What this mod can?
1. Each engine have limited number of available ignitions.
2. Engines requires resources (hypergolic fluid) and ignitors (and also electricity) to be activated. The required amounts of consumables can be configured in CFG. (Example MM patch included, additional explanation see below).
3. If lack of ignitors or hypergolic fluid - ignition will fail.
4. Its functionality could be restored using reloading by kerbalEVA from additional containers (included in pack).
5. Simplified ullage simulation available. If it is on, fuel have two condition s: "stable" (while under gravitation or acceleration) and "unStable" (if weightlessness). For "unStable" state - you can specify a chance of succesfull ignition (0.2 or 20% in example). Better way - to have small special engines for fuel rebound (sit down) down and reignition in weightlessness.
6. Of course, here are unlimited consumables if you'll use Launch clamp. This way onboard resources will not be consumed on launch. (useless to my mind, but let it be)
only standart configuration at the moment. But each engine could be configured as you want. Also, more configs for different mods will be provided soon.
For example (in upcoming configs): low stage engines will have 1 ignitors and 1 hypergolicFluid (or nothing if launch clamp), upper stages engines should have about 4-8 ignitors and 2 units of hypergolicFluid onboard (so, if you'll need to restart it more times you forced to have hypergolicFluid tanks onboard), LF/OX thrusters should have a lot of ignitors and much less onboard (in engine local part) amount of hypergolicFluid.
Mainly (for better playability), amount of hypergolicFluid must be significantly less than ignitors. And IgnitorToolbox must be in top tech nodes.
This way in the first games stages we will have engines with limited and unchangeable numbers of ignitors (when we have relatively short flights) and limited hypergolicFluid. This will force gamers carefully select engines for mission. (of course, this this involves having nonstandart configs, and if, after short period of public testing, there will not be found awful errors, i'll provide it).
Also, ignitors are using for counting engine usages. In other words - this are engine life duration. HypergolicFluid - just consumables.
Config example
@PART[*]:HAS[@MODULE[ModuleEngine*],!RESOURCE[SolidFuel]]
{
RESOURCE //engine must have resources onboard to ignite
{
name = HypergolicFluid
amount = 4
maxAmount = 4
}
MODULE
{
name = ModuleEngineIgnitor // do not touch
ignitionsAvailable = 4 // how many attempts tou have without reloading. -1 for infinitive
autoIgnitionTemperature = 800 //we can ignite without spending resources if temp is high enuff
ignitorType = T1 // just a string name T1 - means type1 (1 unit of HypergolicFluid for ignition attempt). may be any.
useUllageSimulation = true // ullage simulation true/false (on/off)
chanceWhenUnstable = 0.2 //0-1 chache to ignite in weightlessness
ECforIgnition = 20 // How many EC should be spent per ignition attempt
IGNITOR_RESOURCE //main resource usage
{
name = HypergolicFluid
amount = 1
}
}
}
Download from Spacedock
DONATE
Source
installation: remove previous version and just extract an archive into Gamedata.
requirements: ModuleManager

Realistic Remodel is a Kopernicus Mod that makes the Kerbal solar system more like the real solar System. It rearranges the planets and changes the system almost completely.
Changes to the Solar System:
All planets and moons have had their orbital and physical characteristics changes to be more similar their real life counterpart.
Some bodies have been moved completely to take the place of a real world object. (Ex: Minmus now orbits Eeloo, Ike now orbits Jool, Gilly and Bop now orbit Duna)
The entire solar system is on a ~20 degree tilt to simulate axial tilt for Kerbin. (RSS does this too)
For an in depth description of the the changes to each body, please consult the captions in the spoiler.
Color changes:
Some bodies (Marcx, Jool, Sarnus, and Niedon) have had their colors changed to be more similar with their real-life counterpart.
I hope to add more color changes as time .
OPM Support:
If you have OPM installed, all the changes listed above will occur to the OPM planets and moons
Plock and Karen are now the analogs for Pluto and Charon, and Eeloo and Minmus now orbit sarnus.
Hale and Ovok are now dwarf planets.
RemoteTech and KSCSwitcher:
If added configs for both RemoteTech and KSCSwitcher.
With these two mods you will have a ground station network covering the entire planet that will be able to reach to Plock and beyond.
You will also have multiple launch site to launch from, including one that's (almost) on the equator for keosycronous sats and one near the north pole for polar sats.
Scaling:
In the settings.cfg there is a parameter called scale, that will determine how bit the solar system is. 1 is stock scale and 10 is RSS scale.
I don't advise going too far beyond 10 or below 1.
Since RemoteTech has trouble with scaling, I've included multiple different RemoteTech configs, 1x, 2x, 4x, 5x, 8x, and 10x. You can switch between each one in he "Presets" tab of the RemoteTech menu.
Planets (Very Picture Heavy):
This mod requires Kopernicus and Sigma Dimensions to work. It is highly recommended that you install OPM to complete the Solar System.
SpaceDock Download
Github Releases (Changelog is here too)
Source Code Here
License Here
Todo list:
Change colors of planets. (Partly...)
Different scales. (x2.5, x5, x7.5, x10)
Add compatibility for more mods. (Partly...)
Update this thread with some of the colors...
P.S: This is my first mod, so I'm new to a lot of this stuff.

Real Agencies Collection
v1.0.4 - for KSP 1.2.2
About:
The Real Agencies Collection is not a real mod, it is just a small framework, a collection of real world companies, inlcuding their logos and some basic information, configured into KSP-agencies, so parts from realistic-ish-esque-alike mods, that have a matching manufacturer tag, will show up in their respective manufacturer categories in the VAB, with neat logos. I've selected original, as well as fused companies and consortiums, from the pioneering times to the modern world of rocketry and aeronautics, just to have them all (most of them), and add a teeny tiny bit of immersion. As a nice side effect, all companies can be selected as 'mission flag' and might even appear in mission control, offering explosion.
In short:
An agency framework for RealismOverhaul.
Agencies currently available:
Army Ballisic Missile Agency (ABMA)
Aerojet
Aerojet-Rocketdyne
Airbus
Airbus Defence & Space
Ames Research Center
Applied Physics Lab
ArianeGroup
Arianespace
ATK
BAE Systems
Bell Aircraft
Bendix Aviation
Bigelow Aerospace
Blue Origin
Boeing
Boeing IDS
Bosch
Bristol Siddeley
California Institute of Technology (CalTech)
China Acedemy of Launch Vehicle Technology (CALT)
Chrysler
Convair
Daimler-Benz
Delco Electronics
Douglas
Dynetics
EADS
EADS Astrium
European Space Agency (ESA)
General Electric Aviation
General Electric
Godrej
Grumman
Hercules
Honeywell
Hughes
HVA Peenemünde
IBM
IHI Aerospace
International Launch Services (ILS)
Indian Space Research Organisation (ISRO)
Information Satellite Systems Reshetnev (ISSR)
Italian Space Agency (ASI)
Jet Propulsion Lab (JPL)
KB Khimavtomatika
KB KhimMash
KB Yuzhnoye
Khrunichev
Krasmash
L3 Electron Devices (L3 EDD)
Lockheed
Lockheed Martin
Los Alamos National Laboratory (LANL)
Martin USA
Martin Marietta
Marquardt Corporation
Massachusetts Institute of Technology (MIT)
Matra Marconi Space (Matra)
McDonnell
McDonnell Douglas
MDA Space Missions
Mitsubishi
Mittelwerk GmbH
Moog
MT Aerospace
NASA
North American Aviation (NAA)
North American Rockwell Space Division (NAR)
Northrop Grumman
NPO Almaz
NPO Energomash
NPO Lavochkin
NPO Mashinostroyeniya
OKB-1
Orbital ATK
Orbital Sciences
PA Polyot
PA Yuzhmash
Pratt & Whitney
Raytheon
RKK Energia
RocketLab
Rocketdyne
Rockwell International
Rolls-Royce
Roscosmos
RUAG Space
Safran
Siemens
Snecma
SNTK Kuznetsov
SpaceX
Teledyne Technologies
Thales Alenia Space
Thiokol
TsSKB-Progress
United Launch Alliance (ULA)
United Technologies
U.S. Department Of Energy (DOE)
U.S. Naval Research Laboratory (NRL)
Voronezh Mechanical Plant
Features no "code" so far, only configs and pictures.
The indiviual logos were taken from wikipedia entries, I merely resized and cropped them and made them transparent, where applicable.
The descriptive texts are just cleaned up versions of the very first few lines from their wikipedia entries.
The 'mentalities' are rather arbitrarily chosen, please feel free to point out funky business.
Some of the rather intricately detailed logos have pretty washed out downscaled versions, my apologies, I have only paint.net and might have not always chosen the wisest of sources and scalings^^
Media:
(North American Rockwell Space division)
(NPO Energomash)
(Rocketdyne.)
WIP:
- Localization for KSP 1.3.0... (wip)
- Proper configuration of mentalities... (wip)
- Addon Version Checker (AVC) support
- Module Manager (MM) patch for conformal RealismOverhaul manufacturer entries (obsolete)
- Fix file structure in download archive (done)
- Very unlikely, but one never knows, a module that, according to the current ingame calender date and pre configured timeline tags in the partconfigs, changes manufacturer tags on individual parts, as well as enabling and disabling certain manufacturers and/or locking/unlocking of individual parts. Some funny simulation of company takeovers, fusion, conglomeration, disbandment, transformation, LosTech, mostly for people that like 'historic' playthroughs. Example: Soviet Union era OKBs get disabled on 26 September 1991, discontinued rocket parts get disabled, continued rocket parts have a new manufacturer. Or Martin Marietta and Lockheed becoming Lockheed Martin, all parts from the former two companies can now be found in the new company. Why? Huh... Sounds funny. But no priority, just a thought.
Support:
- SpaceDock
- CKAN (implemented through SpaceDock, dunno if works properly)
- If you find anything suspicious, malicious, devious, obnoxious or insidious, please don't hesitate and post any bugs here.
- If you have suggestions regarding more agencies, dosn't hesitate, just tell which one you'd like to have. I'll wait until I have another batch to add (not too long) and make a new release.
- If you happen to be the owner of a company in this mod and are very unfond of finding your awesome logo in this awesome game stuffed with awseome mods, please tell, I shalt remove thee^^
- If you want to participate in any way, feel free to participate, just poke me with an ad-equate poking stick.
Dependencies:
- Probably Module Manager, dunno^^
Intalling instructions:
Download the *.zip (or *.rar) file from GitHub or SpaceDock, open it up, and extract the "RealAgenciesCollection" folder it into your "KSP\Gamedata\..." folder. Or use CKAN.
RealAgenciesCollection v1.0.4
Download from GitHub
Download from SpaceDock
License: GPL-3.0
Changelog:
v1.0.4
v1.0.3
v1.0.2
Credits:
To aaaalll my friends! Wait... wrong movie^^
Credits go to all respective companies and their logo-designers, to all involved contributors on wikipedia, to the entire RealismOverhaul team and to TiktaalikDreaming for providing the 'North Amercan Rockwell Space Division' logo. Detailed credits on the logos can be found inside the credits.txt file in the download.

This is a mod that revives and kitbashes Hyomoto's excellent though held together by die hard fans and duct tape MFD mod.
MFD Revived is a rework of RPM to make it more usable. It has organised functions in the three main things you do. Launch, Orbital manoeuvres, Rendezvous, Landing. Images:
Reason I'm doing this:
It was such shame that Hyomoto's MFD was left more or less on the wayside and forgotten by most, making it difficult for new folks to enjoy it. Mods like this shouldn't be forgotten. It's my dream to package all of these mods together in one zip instead of having you download multiple files. but alas this is how it has to be unless I get permission to make a package. I hope my effort here will at least make it a little easier.
My long term goal is to improve the UI and create more functional menus that make use of all of untapped functions in RPM's API.
Recommended Mods:
Vessel View (see a 3D wireframe of your vessel from in the cockpit and activate parts without needing to bind them to an action group)
MechJeb (SAS controls)
Navyfish's Docking Port Alignment Indicator (Docking)
Kujuman's NavUtilities (aircraft runway landing guide)
Engine Igniter (I haven't tried this but I've heard it still works)
ScanSat (View scanSat data)
AN IMPORTANT NOTE: If the mod comes with a module manager patch that patches RasterPropMonitor, delete it. They were made for Stock RPM's layout, not for MFD.
Installation guide:
Download file: Github
Notes:
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License and a GNU General Public License Version 3, 29 June 2007

Hello, and this is my first mod, Realistic Heat Managment. Currently, it only adds new heat shield resources, but new features, like planets radiating heat, are on the way!
Download: Click Here
Dependencies:
Module Manager
License: MIT
Source Code

Hey there, KSP community! I posted a couple years ago a thread regarding my desire to create probe parts, as I felt probes in KSP were desperately lacking the love they deserve. Unfortunately, despite the kind words and encouraging comments, the process quickly overwhelmed me, as I was unsure how to process with the mod-creation process, and my texture work leaves alot to be desired.
Well, that was two years ago, and now I ask all of you a seemingly simple question: which areas of the game do you believe need improving upon; what niche or niches need to be filled to make the game more of what it can be? Of course, Squad provides us with the results of their hard work and we appreciate what they give us, but there are many of us that are left wanting more. Perhaps we feel that the game should be more realistic, and thus we want more mods like FAR, DRE, RemoteTech, and Kerbalism. Or maybe we feel that our dreams cannot be fulfilled by the limited collection of parts, so we yearn for more parts. Whatever the reason, there are many who are left wanting more. And that is where this thread comes in.
So, please, don't hold back, and tell me what you all would love to see. My main area is in 3D Modeling, with a little basic programming under my belt. What I don't know, I am willing to learn, so even if it seems complex, I will try my darndest at making it happen.
Thank you for your time, and I can't wait to see what my fellow members of the KSP community have to say regarding this subject!

Right, so I can't get any engine plumes in my modded KSP 1.2 install which I have kept for realism overhaul with real solar system.
So basically, there's no engine smoke/exhaust or plume and that's pretty much it. I hope someone can guide me on what I need to make them work. I first had RealPlume put in my Gamedata folder and then I tried putting the realplume configs in the Realism Overhaul folder into the Gamedata folder itself with no luck. Also I do have smokescreen installed and I have also tried keeping the RealPlume_stockconfig something folder in Gamedata as well.
I would really appreciate if someone could tell me exactly which folders I need and where for this to work as I'm really confused.
Feel free to ask me for any ingame screenshots or my Gamedata directory if you need to.
EDIT: its version 1.1.3, not 1.2

Don't you hate it when you have too much fuel/oxidizer laying around? Which you could change the mixture ratio that your engines use (like the J-2 did in real life)? Want no more. Introducing: EMRController
With this mod, you can configure your engines to use different oxidizer/fuel mixtures, and have the ISP and thrust adjust accordingly. You can even set up your engine to run in "Closed Loop" mode, emptying your tanks at the end of a burn.
This mod does not contain any configurations, but if you use Realism Overhaul, you'll see that the J-2 does have configurations that work with this mod.
Download:
Github
View the Source
cfg changes powered by sarbian & ialdabaoth's ModuleManager plugin.
Changelog:

This is just a funny idea I had, but what if you had a mod that you could toggle on and off while on a mission. When toggled on, it would purposely add a user-defined number of seconds of input lag. It does take time for signals to move the sorts of distances involved in space after all (from Earth to the Moon is what, about a second?)
If you wanted to make it a more automated "challenge" mod, rather than a just-for-fun thing you toggle, you could have it add some amount of time for any vessel in a sphere of influence without a manned vessel it can connect to. Naturally, to avoid the problems that would occur with signals taking multiple hours to get around the Kerbol system, you could act like the signals still do travel much faster than the speed of light in our universe, or just do something like add one second each time the signal has to change sphere-of-influence on its way from a manned ship to the unmanned vessel you are controlling. Or, you could input some controls, then hit a button to carry out what you input to simulate having to wait a while for the signals to reach the target.
I mean, yeah, the assumption is that most unmanned KSP vessels have an onboard AI that operates them to a partial extent, but sending of actual commands should realistically take time and add to the challenge, right?
Speaking of challenges, I could totally see there being challenges to launch a rocket to the mun and back with something like 2-3 seconds of input lag or something the whole way. Much crashing I imagine.

Ever use remotetech, and then sling your space probe out to space, not realizing that your antenna power drain is just slightly more than your power output? Ever wish you could shutdown your antenna while your batteries recharge, and have it activate when they're replenished? Wish no longer! With Antenna Power Saver (or APS), you can do just that. Simply add a remotetech antenna, adjust your min and max sliders, and enable "Auto Power Save".
Download:
Github
View the Source
cfg changes powered by sarbian & ialdabaoth's ModuleManager plugin.
Changelog:

Is there a way to create a coolant resource mod that makes radiators require it (losing effectiveness without it [maybe dissipation times percentage of coolant in the system]), and leaks if hit (BDA) or damaged (KerbalKrashSystem) or randomly leak from DangIt. Ideally, 2 resources (coolant and hot coolant) and coolant lines (redone fuel lines is fine), that can also leak, with engines converting coolant into hot coolant, cooling it down in the process, whilst radiators turn hot coolant into normal 'cold' coolant. This is for my WW2 and Korean War reenactments for better engine damage
Bonus points for oil/coolant differentiation, or coolant leak effects (toned down and recoloured jet exhaust textures?)
For KSP 1.2 and above please

RealisticComponents Suite is a collection of small mods for KSP 1.2.2; the aim is to provide parts that look like the real ones. I make them in my spare time and, since I am usually quite busy, it takes a VERY LONG time to see them growing... I'm very sorry! Be patient, please
Tested parts are highlighted in green. Parts with issues are highlighted in yellow. Parts to do are highlighted in red. All textures are currently in .png format, and very simple handmade ones. I am planning to convert them into the .dds format in future versions.
Top: 4 m HGA. Bottom, from left to right: conical LGA, horn LGA, GPHS, MMRTG, ASRG
Up to now, the largest mod is RTGs, a collection of replicas of radioisotope thermoelectric generators, mainly from the US space programs; these RTGs have been already implemented:
MMRTG (Multi-Mission Radioisotope Thermoelectric Generator);
GPHS (General Purpose Heat Source);
ASRG (Advanced Stirling Radioisotope Generator);
MHW (MultiHundred Watt);
SNAP-3B (Systems for Nuclear Auxiliary Power - 3B);
SNAP-9A (Systems for Nuclear Auxiliary Power - 9A);
SNAP-19 (Systems for Nuclear Auxiliary Power - 19);
SNAP-27 (Systems for Nuclear Auxiliary Power - 27).
Now complete with RO configs!
These space nuclear reactors are still to implement:
SNAP-10A;
BES-5.
You can download RTGs on GitHub.
Another mod - still to heavily improve and fix - is ChemEngines, a collection of chemical engines (solid, liquid, and hybrid) that are based on RealFuels by NathanKell. I am currently working on these engines:
Aerojet Rocketdyne HiPAT thruster (MMH/NTO);
Aerojet Rocketdyne R-4D thruster (MMH/NTO);
AAO hybrid rocket (a LOX/HTPB design I have been working on in my university class).
More engines will follow.
You can download ChemEngines on Github.
The last mod is Antennas, dedicated to various kinds of space antennas - high gain, medium gain, and low gain. There are currently these working antennas:
4m High Gain Antenna;
Conical Low Gain Antenna;
Horn Low Gain Antenna.
Again, their performances are currently equal to those of the stock antennas. Improvements will come in the future.
You can download Antennas on Github.
Again, be patient and... stay tuned!
This work is released under a MIT license.

Hello everyone!
Recently I thought about realism mods in KSP and I think I got the idea not yet covered by any of mods.
Because you know, dust on solar panel can be an issue if you don't have Mark Kerman to blow the dust away...
As far as I remember, it can be real problem for solar powered unmanned rovers...
What do you think. Could be nice to have KIS item (pressurized gas tank) to clean up solar panel on landed bases/rovers and so on?

Hey guys, so I was looking at a beautifull sight on earth in KSP, and just say the clouds miles away, curving round our planet. And that made me wondering, in KSP it looks like you can like infinity far in atmosphere. Not the vessels, unless you install distant object enhancements, but clouds and terrain.
In the stock game it doesn't really matter that much because you're on your tiny planet, but in RSS I think it would be a really good improvement if there is a fog in the atmosphere. Just like in real life. That everything eventually 'blends' into the atmosphere. Not the sharp lines of a planet that you get in ksp, even with scatterer, like this:
But if it could be more like this:
If the mod is possible to make, I think it the most logic way to make the fog disapear in the same ratio is the dense of athmosphere does.
Let me know what you guys think